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Author Topic: Inserting new code in a ROM (NES)  (Read 2 times)
Gil Galad
Guest
« Reply #15 on: October 28, 2010, 08:03:44 pm »

That's why I didn't mention using $6000 - $7FFF because the game doesn't use it and it also doesn't use battery backed SRAM.
PolishedTurd
Guest
« Reply #16 on: October 29, 2010, 12:16:48 pm »

Thank you. In a sudden burst of non-stupidity, I decided to use the variable that the game already uses to keep track of the player's current powerup, instead of some ill-informed choice of memory (Durrr? What does ROM stand for again?). That fixed it! It now works exactly as intended.

I'll probably have more questions as I attempt more ambitious things down the road, but thanks to everyone for chiming in.


By the way, can someone recommend a good assembler for NES?
snarfblam
Guest
« Reply #17 on: October 29, 2010, 04:41:08 pm »

I've been using asm6. It's meant to be flexible in terms of accepting directives and syntax that is used by most other assemblers.
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